primary set 2: counting games...card, figure out the number of dots without counting, and do the...
TRANSCRIPT
To support math practice during these weeks, we are sharing with teachers some of the games from our AfterSchool KidzMath program. These games are organized by grade level and topic and include instructions and game boards if needed.
The program includes manipulative materials that your students may already have at home, such as playing cards, dice, and marbles, or that you can provide as PDFs. One component of the program is a book of wipe-off game boards. We have included the boards in the PDFs. They can be printed and used with a crayon or pencil. A few of the games are intended for large groups and can be adapted to distance playing.
The materials used in each game are listed on the first page of the game instructions.
© Center of the Collaborative Classroom
primary Set 2: Counting Games
• Dot Dazzle• Star Struck• Handy Handfuls• Stack Back
D O T D a Z Z L e ©2004 Center for the Collaborative Classroom 3
GAME SUMMARY
For each group of players:
I-For each group items
I-For each group items
I-For each group items I-For each
group items
YOU’LL NEED
dot dazzle
For each group of players:
IN LEADER’S KIT
12 dot cards (see “Get Ready”)
The leader names an action and flashes a card with dots on it for two seconds. The children look at the
card, figure out the number of dots without counting, and do the action that many times. To play this game, you need a large space, like a gym or outdoor area.
PLAYERS: Grades K–1, large group of 20 or fewer
GAME SUMMARY
YOU’LL NEED
4 ©2004 Center for the Collaborative Classroom A F T E R S C H O O L K I D Z M A T H ™ G A M E S
G-Tips
G-Tips
G-Skills list
About the Math SkillsG-Skills text
G-Skills list
G-Skills list
G-Skills list
About the Social SkillsG-Skills text
MATH SKILLS SOCIAL
Get ready
1 G-Get Ready
2 G-Get Ready
3 G-Get Ready
Identify the number of objects in
a group without counting (subitize)
Count to six
About the Math SkillsHaving the children quickly look at
rather than count the dots on the
card allows them to see the dots in
subgroups (for example, for the
number five, a child may see one
dot in each corner, totaling four,
and one dot in the middle, and
know that four and one make five).
This helps the children learn addition
and subtraction.
Be respectful when others
make mistakes
About the Social SkillsChildren often worry that others will
tease them if they give an incorrect
answer. Discussing how the children
want to be treated when they make
mistakes helps create a caring com-
munity where children feel comfort-
able taking risks.
MATH SKILLS SOCIAL SKILLS
During large-group movement games, it is especially important to talk about playing safely. In this game, you might have all the children practice a physical action and talk about why it is important to be aware of their personal space.
Get ready
1 Read the game directions and pages 6–7, and play the game yourself before introducing it to the children.
2 Make 12 dot cards using the large write-on cards in the Leader’s Kit and a dry-erase marker. Use the patterns of dots shown in the illustration.
D O T D a Z Z L e ©2004 Center for the Collaborative Classroom 5
Game Directions
1 The players stand facing the
leader with enough space
between them to move freely.
2 The leader says an action,
such as clapping or jumping,
and flashes a dot card for
two seconds.
3 The leader says “go” and the
players do the named action
as many times as the number
of dots they saw.
4 Play continues for as long as
the game holds the group’s
interest or for a set time (for
example, ten minutes). After
you have been the leader
a couple of times, have the
children take turns being
the leader.
GOAL: Find the number of dots on the dot card without counting and do the named acton that many times
Jump!
Go!
6 ©2004 Center for the Collaborative Classroom A F T E R S C H O O L K I D Z M A T H ™ G A M E S
Before the Game Explain how to play the game and practice as a group.
• How did you know the number of dots showing on the card?
Who figured it out a different way?
• How will we make everyone feel comfortable even if they
make mistakes?
talk
about
1 Help the children as they play. Be sure to vary the actions. Some suggestions are: touching your nose, hopping on one foot, rolling your shoulders, and touching the ground.
2 If a player suggests a change in the rules while they are playing, allow them to discuss the change. Before changing the rule, make sure the change is fair to all players, everyone in the group agrees, and the math is still appropriate.
during the Game
• How did you figure out how many dots were showing when I flashed
the card? Who figured it out a different way?
• How are we treating one another when one of us makes a mistake?
talk
about
D O T D a Z Z L e ©2004 Center for the Collaborative Classroom 7
Help the children think about the math and how they played together.
after the Game
Changing the Game
1 To make the game more challenging:
• Add cards with seven and eight dots. Manila folders are the right size to make the cards.
2 To change the game:
• Play the game showing one side of a big die instead of dot cards.
3 Ask the children how to play the game differently and try their ideas.
• How did we treat one another when one of us made a mistake?
Did that work? What should we do next time?
• Did you get better at knowing the number as the game went
on? Why?
• How could this game help you when you are playing a game
with dice?
talk
about
S Ta R S T R U C k ! ©2004 Center for the Collaborative Classroom 9
GAME SUMMARY
For each group of players:
I-For each group items
I-For each group items
I-For each group items I-For each
group items
YOU’LL NEED
The players take turns shaking a die in a cup and quickly flashing the die just long enough for the other players to see it. The other players state the number
on the die and move the marker that number of spaces on the game board, following the arrows when they
land on them.
PLAYERS: Grades K–1, small groups of two, three, or four
GAME SUMMARY
star struck!
IN KIDS’ KIT
“Star Struck!”
game board
Die
Game marker
OTHER MATERIALS
Plastic or paper cup
YOU’LL NEED
For each group of players:
10 ©2004 Center for the Collaborative Classroom A F T E R S C H O O L K I D Z M A T H ™ G A M E S
G-Tips
G-Tips
G-Skills list
About the Math SkillsG-Skills text
G-Skills list
G-Skills list
G-Skills list
About the Social SkillsG-Skills text
MATH SKILLS SOCIAL
Get ready
1 G-Get Ready
2 G-Get Ready
3 G-Get Ready
Identify the number of dots on a
die without counting (subitize)
Count to six
About the Math SkillsHaving the children quickly look at
the dots on a die rather than count
them allows them to see the dots in
subgroups. (For example, for the
number six, a child may see two
rows of three and know that it is
six.) This helps the children learn
to add and subtract.
Be respectful when others
make mistakes
Give others time to think before
offering help
About the Social SkillsThe children may need to see the
die more than once before they
know how many dots are showing.
To help the children feel comfortable
asking to see the die again, discuss
how they want to be treated if they
need several tries.
Before introducing the game, decide on the mathematical and social questions you might ask. Use a highlighter pen or a pencil to mark the “talk about” questions you are going to use.
Get ready
1 Read the game directions and pages 12–13 and play the game yourself before introducing it to the children.
2 If you are playing with more than four children, decide how you will divide them into groups of two to four to play the game.
MATH SKILLS SOCIAL SKILLS
S Ta R S T R U C k ! ©2004 Center for the Collaborative Classroom 11
Game Directions
1 The players decide fairly who
goes first, second, and so on.
2 The first player:
• shakes the die in the cup.
• turns the cup over on the
table, covering the die.
3 When the second player is
ready, the first player quickly
shows the die by lifting the
cup just long enough for it to
be seen (1–2 seconds).
4 The second player:
• states the number of dots on
the die.
• moves the marker that many
spaces forward. (The player
may ask to see the die again
if needed.)
5 If the player lands on a
shooting star (a star with
an arrow), she moves the
game marker to the space
signaled by the arrow.
6 The players take turns until
they reach the the finish.
GOAL: Become “star-struck” by moving a marker from the start to the finish
12 ©2004 Center for the Collaborative Classroom A F T E R S C H O O L K I D Z M A T H ™ G A M E S
1 Help the children as they play.
2 If a player or group suggests a change in the rules while they are playing, allow them to discuss the change. Before changing the rule, make sure the change is fair to all players, everyone in the group agrees, and the math is still appropriate.
Explain the game while demonstrating it with a child as your partner.
• How can we be respectful if a player wants to see the die again to
figure out the number of dots?
• How did you know how many dots were showing on the die? (Ask
with various numbers rolled.)
• How many more spaces do we have left until we reach the finish?
talk
about
• How do you know there are three dots showing on the die? (Ask with
various numbers rolled.) Who figured it out a different way?
• How many shooting stars are on the game board? How can we find out?
• Are you comfortable making more than one guess if you need it?
What is your partner doing to make you feel that way?
• How are you deciding when to offer help?
talk
about
Before the Game
during the Game
S Ta R S T R U C k ! ©2004 Center for the Collaborative Classroom 13
Help the children think about the math and how they played together.
after the Game
Changing the Game
1 To make the game less challenging:
• Don’t use the cup and have the players take turns rolling the die and moving the marker the number of spaces they rolled.
2 To make the game more challenging:
• Have the children use two dice and no cup. The players take turns rolling the dice, adding the numbers together, and moving the marker that number of spaces.
3 To change the game:
• Have the children design their own game boards.
• After the children reach the finish, have them play backward, moving the marker from the finish to the start.
4 Ask the children how to play the game differently and try their ideas.
• Did it get easier to figure out the number of dots showing on the die?
What helped?
• How did you help each other feel okay if you needed more than one
try to recognize the number of dots? How did you know when to
help your partners?
talk
about
© Center for the Collaborative Classroom
FINISH
START
To play, you need Die Plastic or paper cup Game marker
Project Name: ASKM Games K–2 Game Boards Revamp 2009
Round: Final Date: 04/11/19
File Name: KM-GBP.indd Page #: 10
Trim size: 8.5” x 11” Colors used: CMYK Printed at: 100%
Artist: Roberta Morris/Joslyn Hidalgo/Scott Editor: Laurie Stewart
Comments:
Project Name: ASKM Games K–2 Game Boards Revamp 2009
Round: Final Date: 04/11/19
File Name: KM-GBP.indd Page #: 11
Trim size: 8.5” x 11” Colors used: CMYK Printed at: 100%
Artist: Roberta Morris/Joslyn Hidalgo/Scott Editor: Laurie Stewart
Comments:
H a N D y H a N D F U L S ©2004 Center for the Collaborative Classroom 15
GAME SUMMARY
For each group of players:
I-For each group items
I-For each group items
I-For each group items I-For each
group items
YOU’LL NEED
handy handfuls
For each group of players:
IN KIDS’ KIT
Up to 25 game markers
(see “Get Ready”)
OTHER MATERIALS
Small paper bag
In turn, the players take a handful of game markers and show them to the other players. Each of the other
players estimates the number of game markers. The players then count the game markers to see how close
the estimates were to the actual number.
PLAYERS: Grades K–1, small groups of two, three, or four
GAME SUMMARY
YOU’LL NEED
16 ©2004 Center for the Collaborative Classroom A F T E R S C H O O L K I D Z M A T H ™ G A M E S
G-Tips
G-Tips
G-Skills list
About the Math SkillsG-Skills text
G-Skills list
G-Skills list
G-Skills list
About the Social SkillsG-Skills text
MATH SKILLS SOCIAL
Get ready
1 G-Get Ready
2 G-Get Ready
3 G-Get Ready
Estimate
Count to 25
About the Math SkillsAs children develop a “feel” for
numbers, they are able to estimate
quantity. Estimate means find a
number close to the amount. This
game provides estimation and
counting practice. The children
estimate the number of objects in
a group, then check their estimate
by counting.
Decide fairly who will go first,
second, and so on
Be respectful of one another’s
feelings
About the Social SkillsSome children may make fun of
others’ estimates if they are far off
from the actual number. Discuss with
the children how to be respectful of
one another’s feelings and why that
is important.
There are many ways to decide who goes first when playing a game. Two ways the children in a group can decide who goes first are to choose someone who hasn’t gone first lately or order themselves by their birthdays.
Discussing the various ways the children find solutions provides opportunities for the children to learn strategies from one another.
Get ready
1 Read the game directions and pages 18–19, and play the game yourself before introducing it to the children.
2 If you are playing with five- and six-year-olds, put ten game markers in a bag for each group. Add more as the children seem ready. For older players, put as many as 25 game markers in each bag.
3 If you are playing with more than four children, decide how you will divide them into groups of two to four to play the game.
MATH SKILLS SOCIAL SKILLS
H a N D y H a N D F U L S ©2004 Center for the Collaborative Classroom 17
Game Directions
1 The players decide fairly who
goes first, second, and so on.
2 The first player takes a handful
of game markers and shows
them to the others just long
enough for them to see the
game markers (1–2 seconds),
but not to count them.
3 Each player estimates the
number of game markers
aloud. The players may ask
to see the markers again for
1–2 seconds, if needed.
4 The first player then counts
the game markers.
5 The players take turns for as
long as the game holds the
group’s interest.
GOAL: Estimate the number of game markers in a player’s hand
18 ©2004 Center for the Collaborative Classroom A F T E R S C H O O L K I D Z M A T H ™ G A M E S
1 Help the children as they play.
2 If a player or group suggests a change in the rules while they are playing, allow them to discuss the change. Before changing the rule, make sure the rule is fair to all players, everyone in the group agrees, and the math is still appropriate.
Before the GameExplain the game as you play it with three children as your partners.
• What does estimate mean?
• How can we respect the feelings of others? (Discuss how it might feel
if the children make fun of one another’s estimates.)
• How did you estimate the number in the hand? Who estimated in a
different way?
talk
about
• How did you decide who would go first, second, and so on?
• Are there more or fewer game markers in this handful than in the last?
• How does your estimate compare to the actual number in the handful?
talk
about
during the Game
H a N D y H a N D F U L S ©2004 Center for the Collaborative Classroom 19
Help the children think about the math and how they played together.
after the Game
Changing the Game
1 To make the game more challenging:
• Have the players count the game markers by twos instead of by ones.
• Put more game markers in the bag.
• Place five to ten game markers in a shallow box. Allow the play-ers to count the game markers. While the other players look away, the first player takes some of the game markers and hides them. The other players figure out how many are in her hand by counting those left in the box. The players take turns hiding the game markers.
• How did you estimate? What’s another way?
• Did your estimates get closer and closer to the actual number each
round? Why?
• Was it easier to estimate larger or smaller numbers of game
markers? Why?
• Did you feel more comfortable estimating when you knew no one
was going to make fun of your estimate? Why?
• What’s the difference between counting and estimation?
talk
about
S Ta C k B a C k ©2004 Center for the Collaborative Classroom 21
GAME SUMMARY
For each group of players:
I-For each group items
I-For each group items
I-For each group items I-For each
group items
YOU’LL NEED
stack back
For each group of players:
IN KIDS’ KIT
4 of each playing card, from
ace to ten (ace equals one)
This game is based on a version of the card game soli-taire and is played with three rows of three cards face up. The players take turns finding and stacking smaller numbers on larger ones, moving single cards or stacks
of cards. The goal is to make four stacks of cards in order from ten on the bottom to ace (one) on the top.
PLAYERS: Grades K–2, small groups of two, three, or four
GAME SUMMARY
YOU’LL NEED
22 ©2004 Center for the Collaborative Classroom A F T E R S C H O O L K I D Z M A T H ™ G A M E S
G-Tips
G-Tips
G-Skills list
About the Math SkillsG-Skills text
G-Skills list
G-Skills list
G-Skills list
About the Social SkillsG-Skills text
MATH SKILLS SOCIAL
Get ready
1 G-Get Ready
2 G-Get Ready
3 G-Get Ready
Count and order numbers
backward from ten
About the Math SkillsIn this game the children count
backward, which gives them a
background for learning subtraction.
Children often have difficulty
counting backward. Even children
who count backward from ten
fairly easily may find this game
challenging as they must order
numbers backward from different
starting points. For example, if
they start with six they may have
difficulty naming the next smaller
number and may start counting
from ten rather than from six.
Help without giving the answer
Give others time to think before
offering help
About the Social SkillsSome children may see quickly how
to move the cards in this game,
while others may need more time to
see possible moves. Encourage the
children to support one another —
giving others time to think and
helping by asking questions rather
than telling the moves.
If necessary, teach the children to shuffle cards or show them an alter-native, such as spreading the cards on the table, mixing them up, and then making a new pile.
When you group the children to play, explain that they are expected to work together, even if their partner is not the person they were hoping for.
Get ready
1 Read the game directions and pages 25–26, and play the game yourself before introducing it to the children.
2 If you are playing with more than four children, decide how you will divide them into groups of two to four to play the game.
MATH SKILLS SOCIAL SKILLS
S Ta C k B a C k ©2004 Center for the Collaborative Classroom 23
Game Directions
1 The players decide fairly who
goes first, second, and so on.
2 The first player:
• shuffles the cards.
• places them face up in three
rows of three cards each.
• starts stacking cards in back-
ward order, putting a smaller
number on a larger number.
• continues to stack as many
cards as possible, moving
single cards or stacks of
cards. For example, a stack
with a three, two, and ace
could be put on a four.
3 If the player completes a stack
from ten to ace, he turns it
face down and sets it aside.
GOAL: Make four stacks of cards in order from ten on the bottom to ace (one) on the top
10
4
6
6
8
9
3
2
2
2
6
1098 4
32A
(continues)
24 ©2004 Center for the Collaborative Classroom A F T E R S C H O O L K I D Z M A T H ™ G A M E S
Game Directions
4 When no more moves are
possible, the player fills in all
the empty spaces in the rows
with cards face up and passes
the deck to the next player.
5 At times, the players may find
that no more moves are
possible and there are no
empty spaces to put down
more cards. If this happens,
the players should decide how
to continue the game. (For
example, they could decide to
remove one or more cards
and replace them with other
cards from the deck.)
6 The players take turns until
four stacks are face down.
(continued)
S Ta C k B a C k ©2004 Center for the Collaborative Classroom 25
Before the Game 1 Have the children practice counting backward from ten to one,
from nine to one, and so on.
2 Explain the game as you play it with a child as your partner. Demonstrate how to give help without giving the answers. For example, you might ask questions like “Could you move the four onto another card? Where could you put it?” Show how to have the bottom card stick out so that its number shows. This will help the children easily see the first number in the stack.
5A
• What moves can we make? What other ideas do any of you have?talk
about
1 Help the children as they play. If the players are stuck, but a move is possible, allow time for them to think, then ask whether they want help. If they do, give help by asking a question such as, “Here is a seven. If you were counting backward from seven, what num-ber would be next? Do you see that number in any of the rows?”
2 If a player or group suggests a change in the rules while they are playing, allow them to discuss the change. Before changing the rule, make sure the change is fair to all players, everyone in the group agrees, and the math is still appropriate.
during the Game
26 ©2004 Center for the Collaborative Classroom A F T E R S C H O O L K I D Z M A T H ™ G A M E S
Help the children think about the math and how they played together.
after the Game
Changing the Game
1 To make the game less challenging:
• Have the players make four stacks of cards in order from five to one, rather than from ten to one. (They will need a deck that includes four of each card from ace to five.)
2 To make the game more challenging:
• Have the players make eight stacks in backward order by twos — four stacks with the cards 10, 8, 6, 4, and 2, and four stacks with the cards 9, 7, 5, 3, and ace.
• Make your own cards with multiples of the numbers three, four, five, or six. (For example, for multiples of five, make four of each of the following cards: 0, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50.) Have the players make four stacks in backward order by fives from 50 to zero.
3 Ask the children how to play the game differently and try their ideas.
• How did you know when someone had enough time to think and
was ready for help?
• If you had the cards from ten to seven in a stack, how many more
cards would you need to add to the stack to be able to turn it over?
How do you know?
• What was the hardest part about this game? The easiest?
talk
about